"Feral guar have been pillaging the fields around Dondril. Most figure they must have escaped from the Drothril Guar Paddock west of here, since purely wild guar normally don’t get too close to settlements. We've driven them away on a number of occasions, but they keep sneaking back to nibble on our crops."

This quest is similar in concept to the Gnaar Mok's breeding netch quest. People in Dondril will complain to the player about guar wrecking their fields. They'll tell the player, through a latest rumor that already exists, that they think they are feral guar that escaped from Volyn Drothril's guar pen to the west.

The player can go talk to Volyn Drothril at his manor, but he'll just say that he isn't really involved in taking care of his guar and will point you towards Thal Ullev, the herder. Thal will admit that a pair of guar escaped from the pen a few months ago, and will give the player a few hints of where they might be found.

If the player finds and kills the guar, he'll get a disposition boost of about 10-15 from everyone in Dondril by mentioning it to them (again, see how the Breeding netch quest is done in vanilla). Thal Ullev and Volyn Drothril will thank the player for dealing with the runaway guars, which would have been too much trouble to corral.
_________________[22:07] Haplo: pffft this is TR
[22:07] Haplo: ETAs are strictly prohibited by the Department of Mysteries
[22:12] TF|Laptop: Just as long as we don't let the department of mysteries plan any more cities

The only thing I'd do differently is having the Disposition-raising entries dealt with in resultboxes of the first ones rather than having two entries (because vanilla isn't perfect, but really just for clarity) eg

Code:

If ( GetDisposition < 55 )
moddisposition 10
Endif

It may be a while till m3A2 is ready for quests to be merged in, so don't worry if this sits in Claimed until then

The only problem with this is, it's technically possible (even if unlikely and un-RP) for the player to kill the first, scripted guar and then *Dispose of it* before killing the second, unscripted guar, meaning the script wouldn't run anymore and the quest would never get completed. Simple fix by having the script (with just one, untargeted "if ( OnDeath == 1 )" block checking GetDeadCounts) on both guars.

Sorry about the late reply. This quest is done. All of my quests currently in the claimed forum are done. They were left in here for playtesting purposes, but this recently became a non-issue. They should be moved to reviewing.